Party connections are vital for finding good jobs. Soc Characteristic modifiers act as a bonus to qualification rolls in addition to the usual modifiers.

If a commission or advancement roll fails but SOC is 10+ then you may still get the position via patronage, instead of rolling on the Skills and Training tables. However still fail if a natural 2 or if the character would be forced out of the career due to a roll lower than the number of terms served.

Racial background: If you wish to determine randomly, roll 2d6 and add SOC modifier. 5+ Solomani, 3-4 Mixed, 2 or less Non-Solomani (most likely Vilani). If non-Solomani, then may not qualify for Party, SolSec, Navy or Marine careers and suffers -2 modifier for any advancement rolls in any except Drifter, Rogue, or Citizen. Has +1 to qualify for Rogue. If Mixed, then -3 to qualify for Party career, and -1 to advancement rolls to all careers except Drifter, Rogue, Citizen, just like non-Solomani above, and +1 to qualify for Rogue.

If trying to fake it, it is a Soc 11 check for Non-Solomani, Soc 7 for Mixed. Success means you have successfully falsified your racial identity. Failure means there was never the opportunity to do so. (If faking, characters can choose to keep this secret and PM me with their status).

SolSec Monitor: Any one may choose to become a monitor, and this is in parallel to their career. Reward is +1 on all advancement rolls except Drifter. Any time there is promotion in career, Monitor Rank goes up by 1 (up to a max of 6). If monitor rank is 3 or above, 1 extra benefit roll from career or SolSec table. (Characters can choose to keep their monitor status secret and PM me if they choose to be a monitor)

Party Membership: Characters that qualify for Party careers automatically join. Any character that is racially Solomani or faking it, can still join. This means they participate in periodic Solomani Party meetings and events but do not make the Solomani Cause their career. If SOC is 9 or less, joining the party means giving up a term's rolls on the Skill and Training table but gains membership and +1 SOC, reflecting time spent on Party activities. If SOC is 10+, joining the Party is a formality as the character already likely has Party connections. No sacrifice of rolls is required but there is no additional SOC benefit.

I just want to be clear here, roll 8 2d6 rolls for attributes and use 6 of them in any order?

Also want to clarify MgT 1e or 2e?

Oops, my finger must have been on auto-pilot. I meant 6 rolls of 2d6 and assign them however you wish in any order to the 6 characteristics.

Technically 2nd ed. MgT, though if people want to use some of the expanded career options available from MgT (such as their Solomani module) I don't mind fudging a bit to make them work. If players do not have those supplement books, I do and am happy to do step by step through them if people are interested.

Background skills Before embarking on your careers, you receive a number of background skills equal to your Education DM +3 chosen from the list below. This represents the knowledge you have picked up during adolescence and will allow you to function at a basic level in a technological society. Knowing what homeworld you want to be from, or what kind of childhood you've had, may help guide you towards what skills you would have picked up.

Note that some skills like Computer and Comms have now been folded into Electronics, as specialties. So you could have Electronics 0. Then later Electronics (Computer) 1, and also Electronics (Comms) 1, alongside the original Electronics 0.

Some Confederation careers from MgT Alien Module 5: Solomani. If someone wants to take these careers, we can do the event and Benefits rolls manually from the book. I won't be duplicating all the tables here.

PartyThese are influential members of the Solomani Movement or its ruling Party

Qualification: Soc 6+. Must be of pure Solomani descent (or pass as one) with Social Standing 7+.

If Solomani descent and Social Standing is 10+ then qualify automatically.

If aged 34 or more: -1 DMPer previous career: -1 DM

Assignments:Official: You served in the ruling Solomani Party organisation, making you eligible for a government or civil service position or appointment to one of the many corporations or nongovernmental organisations run by the partyIntellectual: You were a philosopher or spokesperson for the Solomani Cause, working to promote and develop the views of your particular Party faction. You could be a rabble-rousing activist or work for Party-affiliated mass media, a think tank or an academic institution. Militant: You were a front-line fighter for the Solomani Cause. You may have been a terrorist or rebel waging a guerrilla war to topple non-Solomani governments or a tough Party street fighter who can turn a noisy demonstration into a bloody riot or teach uppity non-Solomani to know their place.

Assignments:Crew: You served as a general crewman, officer or political officer aboard a Solomani warship. An average naval career. Technical: You served as a specialist technician, gunner, scientific or engineering officer on a Solomani warship. This will provide you with good technical skills but fewer opportunities for advancement. Flight: You served as the pilot of a fighter, assault shuttle, system defence boat or other small vessel. This gives you excellent piloting skills and is a fast track to promotion but it is also the most dangerous.

SolSecSolomani Security is charged with ensuring the loyalty of the Confederation’s population and its adherence to the principles of the Solomani Cause.

Qualification: Int 6+.

If aged 34 or more: -2 DMPer previous career: -1 DM

Assignments:SolSec Field Agent: You were an open agent of SolSec. Field agents arrest or follow suspects, protect SolSec offices and engage in paramilitary operations. SolSec Administrator: You were a desk officer, intelligence analyst, technician or administrator supporting SolSec’s field agents, monitors and secret agents. Secret Agent: You were a sleeper agent in deep cover, usually assigned wherever trouble is expected. Choose any career other than SolSec; you automatically qualify for it. Proceed normally through that career but with a—1 DM on Survival rolls and a +1 DM on Advancement rolls. You may also change careers voluntarily as usual. If you are ever forced by a mishap or Advancement roll to leave that career or if you attempt to change careers but fail to qualify, it means your cover was blown. Your next career assignment, if you continue, must be as a SolSec Officer. You automatically qualify. You start at a SolSec rank equal to your sum of career ranks or Rank 4, whichever is lower.

Term Limits: Regulations limit agents to no more than four terms as field or secret agents. Agents who wish to remain in SolSec must either transfer to Administration or leave SolSec. Agents who leave are encouraged to become monitors.

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